Ok, I was just reading thru the 5th ed. rules.
Jumpacks move 12" in the movement phase and 6" in assault.
Bikes move 12" in the movement phase and 6" in assault.
Am I reading that right?
Wasn't it different in 4th ed?
One of them moved 6" in movement and 12" in assault?
Also I see that neither can run in the shooting phase, correct?
Beasts and cavalry move 6", can run in shooting d6" and assault 6".
So overall, bikes, jumppacks and beasts & cavalry all have a total possible move of 18". right?
40K: bikes & jump packs movement
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- kturock ( 592 )
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40K: bikes & jump packs movement
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Norseman ( 374 )
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Re: 40K: bikes & jump packs movement
Jump packs and bikes were the same last edition.
I think you were thinking of beasts. They moved 6" and assaulted 12". They were changed this edition.
Jetbikes move 12" and can always move 6" in the assault phase.
Do not forget about moving flatout movement with bikes as well.
I think you were thinking of beasts. They moved 6" and assaulted 12". They were changed this edition.
Jetbikes move 12" and can always move 6" in the assault phase.
Do not forget about moving flatout movement with bikes as well.
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mrrshann618 ( 212 )
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Re: 40K: bikes & jump packs movement
Jetpacks can still run in the shooting phase as they are esentially still infantry. However it specifically states that bikes cannot run (No rule book handy, but I think it is in the bikes "subsection")
In the overall scheme of things they can all esentially move 18" with the few exceptions of the turbo move and such.
Also note, jetpackers can choose to move as infantry when entering/leaving terrain and thus do not have to take a dangerous terrain check where bikers cannot. as last edition. Also note that jump packers can run into terrain where bikers cannot.
In the overall scheme of things they can all esentially move 18" with the few exceptions of the turbo move and such.
Also note, jetpackers can choose to move as infantry when entering/leaving terrain and thus do not have to take a dangerous terrain check where bikers cannot. as last edition. Also note that jump packers can run into terrain where bikers cannot.
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TheRhino ( 212 )
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Re: 40K: bikes & jump packs movement
Beasts/Cavalry move 6" in the movement phase, have Fleet (and so may Run before assaulting), and also charge 12" in the Assault phase. It makes Thunderwolf Cav disgusting. 
- oaflord ( 196 )
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Re: 40K: bikes & jump packs movement
QFT.TheRhino wrote:Beasts/Cavalry move 6" in the movement phase, have Fleet (and so may Run before assaulting), and also charge 12" in the Assault phase. It makes Thunderwolf Cav disgusting.
oAF
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don_mondo ( 590 )
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Re: 40K: bikes & jump packs movement
Well, that AND their natural T5............. And multiple wounds. And the ability to make each model different for wound allocation.TheRhino wrote:Beasts/Cavalry move 6" in the movement phase, have Fleet (and so may Run before assaulting), and also charge 12" in the Assault phase. It makes Thunderwolf Cav disgusting.
Don "MONDO"
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TheRhino ( 212 )
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Re: 40K: bikes & jump packs movement
I find the best way to deal with ThunderCav to be either a Vindicator shell wrapped in bacon, or a Dreadnaught powerfist slathered in peanut butter. 